#making-mods-general
1 messages · Page 274 of 1
Is it hard to make mods?
that can only do a rectangle
well, it is rectangularly cropped so..
?
Yes and no, it's not terrible if you have guidance and the people here are really helpful
You gotta give people time to type 😭
if you do one patch it'll be like this
if you like learning things and have perseverance you could totally make a mod!
I want to make mod where I can have 3 children. I want two of them to stay toddlers (like currently) and third child to stay baby in the crib forever
even if i erase the excess pixels like i did in the image? :p
If you're looking for people who do mod commissions (either art or code), here's a wiki page with a non-comprehensive list of people who do them: https://stardewmodding.wiki.gg/wiki/Stardew_Mod_Commissions
wait actually, you're only coverting the trash can.
Is it possible?
just do "PatchMode":"Overlay" and it'll be fine
ahh oke
I know there's mods that let you have multiple children but I don't know if you can have one that lets the kid stay in the crib forever
There is none for them to stay baby forever
not without C#
(it's certainly possible but probably with C#)
Eternal baby...
I'd just make the third kid a map patch lol
Eternal baby 
Wait wait how??
Map Tile Baby
Patching the crib sounds doomed though
The crib is already cursed isnt it
i fear the crib
the baby would essentially be furniture built into the map
Guys will you help me to have a baby forever?
Thanks everyone!!! The door and the warp works now ❤️
the moriss treatment
Where to get that?
But anyways Brianna I have a mod that let you have 3 kids but the configs r actually more about having them grow up faster than normal
you would have to make it or pay someone to make it
Can I have one as a baby forever?
Not about freezing any kids age
Is it possible somehow to freeze their age?
I'm not convinced about the merits of this feature honestly but feel free to make your case
Not without C#
What is C#?
Code language
Otherwise u can fork me mod to make it do what you want (it's MPL)
Where is that?
If they don't know what C# is they probably don't know what that even means Chu
I dont
You would have to do a lot of learning and studying for it
It means make a new version based on my work, im saying it's fine to donit
Idk how
The only remaining issue is the DefaultArrivalTile. Does anyone see an issue or know another way to make it? 🙂
Your 'easiest' solution would either be to pay someone to do this for you, or to learn how to make map patches for that crib option
Oh…
Wip that's probably not releasing until after 1.6.16
how many kids does this allow for chu
Guys which mod allows you to have multiple children?
Infinite

what is your issue with it? when are you encountering default arrival tile not working as it should
infinite children sounds like a nightmare
But u do have to wait for kid to grow up
which takes a month
And uh im pretty sure their pathing explodes after like 10
I want 3 children and one to stay as a baby
half of which they be sleeping
I saw that message but do not understand it hehe...
(2) default arrival tile is used for a handful of debug commands
and basically isn't used otherwise
Nah there's configs to change the days required

Guys someone said that there is a mod to have 3 children. How is that mod called?
might download it just for that tbh
guys, I think we should take a step back and start from the beginning. Have More Kids allow you to have however many kids you want, Brianna, but they won't stay a baby forever. To make one of them a baby forever, you would need to learn how to use something called C#, learn how to use something called Content Patcher, or pay someone to do it.
You can try the beta build if u want, it should be stable now
The other thing it does is custom kids
I use and lockeddoorwarp from town to go to my custom location. When i use it i arrive at a different tile.
Lmao I was just typing the same thing Iro
I download mods from nexus
like for modded npcs or?
what does your locked door warp say
u can download mods from github it's the same thing really
the default arrival tile has nothing to do with where the lockedoorwarp takes you
Yeah to make ur kid look special
Downlaod it to vortex?
Also give them dialogue once they r toddlers
chu out here revolutionizing kids
oh you shouldn't use vortex...
I use vortex
default arrival tile isn't used in game
Now THIS is very cool
yes, locked door warp and default arrival tile don’t have any relation to where you appear (sorry if i’m misunderstanding)
vortex gets hungry and eats important files half the time, so
chu guevara /lh
it is used for a handful of debug command and that is it
Vortex hungers for the mod files...
There's some existing mod that does this ofc, like unique children talk
What does that mean
!stardrop
Stardrop is a mod manager written specifically for Stardew Valley. See the Stardrop wiki for installation and usage.
See this tutorial for connecting Stardrop to Nexus or updating mods in Stardrop.
If you have issues with Stardrop, see the issue report guide.
!modmanagerbugs
Vortex (Nexus) and ModDrop both are mod managers that can help you keep your mods up to date, but they are difficult to troubleshoot. If you're looking for a mod manager that was written specifically for SDV and has troubleshooting logs built in, you can try Stardrop (!stardrop).
If you're using a non-Stardrop mod manager and ask for help troubleshooting, you can ask the Nexus Discord https://www.nexusmods.com/discord or the Moddrop Discord https://www.moddrop.com/app/about (scroll down). If you're using Stardrop, please remember to provide a Stardrop log.
if your locked door warp isn’t putting you in the right place, then your issue is with your locked door warp not default arrival tile
Oh hahah that explains my issue then: It says "LockedDoorWarp 6 20 bloomingvalley.BloomandBrew_BloomAndBrew 600 2000"
Is there anyway to fix it?
heh. hey shockah 
How much would it cost to pay someone to make that mod?
oh yeah just change your coords
at least like $20 USD I reckon, possibly more
i read that as 200 oh my go
its putting you at 6 20, so what tile do you WANT to be at?
morning, shockah!
Where do i put the cords? I thought that you only could select the time witg "LockedDoorWarp"?
long time no see
good current time of day
ahhaha omg... I tought that were the time 😮
the time is the last part
wait, shockah, you do ios dev? I bow down to your bravery
apple scare me
I will try to change it!
600 2000
I mean if you can convince me that "freeze kid age" is a good feature then I'll consider it
makes sense haha
I don't really see why anyone wants this...
been doing so for like 12 years by now
eternal baby sounds like a good pitch for a horror mod
Well I just want because its cute and makes your family mixed
I think the only benefit to a feature like that would be making it so kids grow up slower but not ... freezing them forever
Sdv has enough stuff stuck in a time limbo 
I don't find the feature that strange
I would love to have baby stayed forever like that
Same reason people play with aging turned off in The Sims
I guess if you did add it so that kids took, say, a year to grow up, it would theoretically be infinite (i.e. if there was a config option to set how long your kids took to grow up, and someone wanted 48 days, it could also end up being ... idk... 192838724483 days)
nice! I respect anyone willing to deal with them
worked on an app team once where the ios dev was permanently blocked by apple nonsense (and had the attitude/personality of a backend dev or sysadmin, which didn't help lmao)
Wait so I can choose how long my child should grow?
If that's a thing in sims then i guess i can sorta see it 
it is a thing
I have never played that genre of game
No I'm trying to give a case as to why choosing the length of time a child takes to grow up would be a good feature
I hope that someone could make that mod
ur not missing out chu
Oh yeah
Aka I'm scope creeping Chu
/hj/silly
Well u can already configure the length of growing phases
How?
im guessing u mean the baby stays as the non-sleeping kind?
Yeah
if you can do that, theoretically you could set it to... whatever amount of time right?
It's just that these r synced so if u change them in middle of game the kids you have may deage lol
Like in the crib baby
that's funny actually
benjamin button baby
The actual way I'd do freeze kid age is decrement their day age once every day
that sounds, complicated
So I'm guessing you'd have to de-sync it for it to be individual ... or to not make all of the children cease to be
what's the difference between an ios dev and a sysadmin
I would want a baby that doesn’t sleep but like stands in the crib
We know what you want
All of my 3 problems are solved thankes to you ❤️ have a good evening and thanks everyone!!
Yeah
looking forward to your mod release! it’s really cute!
Child age decoupling is even more cursed than a freeze age config tbh
we're in cursed territory
Ur baby is in a time warp now
i love it when you guys talk C# and i get to sit here like 
Will I have to pay you?
all the possibilities
No
unrelated ish question is ur mod compatible with unique children chu? i really want kids to not sleep for 2 weeks
uh wut
I like listening to the C# talk even if I don't understand it, such smart people around
I think it has most of the features of unique children?
Theoretically would a baby not grow up if it didn't have a bed?
I was gonna convert lumi's toddler to work with it
like the child bed
no, the bed is not needed
I tried and it didnt work
so if i add sprites to it will it use them?
also chue if you're gonna do more children request: can they learn to sleep in single beds
there's only one (very boring) child bed
You have to define a unique kid's data basically
surely there's mods that add more child beds...
Atra threatening me with path finding (ill see what i can do)
there is! i dunno if they use them
Guys if I have vortex. i cant download mods from github?
the kids that is
just don't use vortex
Anyways bea the format is documented in the author guide
it's not good
How? Like every is in there idk how to have mods then without vortex
I'm going out rn but feel free to ask questions
aw, ty! 💜
no need to pathfind
you' have to redownload your mods but you can literally just manually download them from nexus or use stardrop
Can i just slenderman teleport the kid then
you can just add a mod manually to vortex.
[HarmonyPatch(typeof(FarmHouse))]
internal static class KidsBeds
{
[HarmonyPatch(nameof(FarmHouse.GetChildBed))]
private static void Postfix(FarmHouse __instance, ref BedFurniture __result)
{
__result ??= __instance.GetBed(BedFurniture.BedType.Single);
}
}
there should be instructions on the mod website that tell you where to place folders etc to install it, rather than vortex doing it for you
pls, chue
^
Oh i see ok
So will you be making that mod? Im perplexed
It would be so cute if the kid sleeps in the double bed...
(i really dont think its worth it right now to change brianna's immediate task from swapping to a whole unfamiliar mod manager vs what they actually want to do, which is download a mod)
just install the mod manually without Vortex, Brianna, by placing it in your Stardew Mods folder, or add the file to Vortex manually
With parents
also this isn't even the right channel for help with installing mods
I am on the fence about this feature, and I don't feel super convinced about it
Pleeeaaasyy please
But I'll can probably do a few trigger actions for controlling the kid's age
thats also true, though it may be partially relevant as i assumed brianna was going to check if Chu's mod as it is currently does what they want and if not, talk to chu about the feature they want chu to implement? i guess?
but if thats the wrong assumption then yeah, t his isnt the right channel
wouldn't you need to pathfind for this? or teleporting baby i guess (also can't you place multiple double beds in ur house, would that matter?) thonk.jpeg
brianna, dont pressure a mod author to make a change. unless chu wants to accept money for it, if chu doesnt want to, then thats that
that would be cute
yeah, kiddo going into the parents bed would be cute too
And how much would that cost?

!commissions
If you're looking for people who do mod commissions (either art or code), here's a wiki page with a non-comprehensive list of people who do them: https://stardewmodding.wiki.gg/wiki/Stardew_Mod_Commissions
So if the trigger actions are made then u can make a cp mod dependent on the framework to do what you want
Rn what you can do is have 3 (or more) kids
Idk how to write a suggestion there
you don't. it's a list of people who do comissions
you dont. thats where people advertise they will take money to make mods
the only people who can answer how much such a mod would cost would be the person taking the commission
but if chu adds those trigger actions then you can make the mod yourself
Hmm sad
and CP is easier to learn than C#, if you made it yourself!
Hahah.. I am back with another question:
How should i write this if I have many windows? 🙂
But idk where to learn. Im very bad at programming
if you have a budget you know you would be happy to spend and are willing to say that here, it might help someone become interested?
!startmodding if you do want to give it a try yourself, a CP mod is much easier than what most people think of when they think of programming
Making mods can be broadly divided into two categories:
- Content packs are formatted text files, and don't need any programming knowledge. They can add/edit NPCs, maps, new items, shops, and more. To get started, see the list of framework mods, the wiki tutorial for Content Patcher, and there might be relevant guides on the tutorial wiki.
- C# mods use programming code to change fundamental game mechanics. See getting started with C# modding.
Usually it’s easier to start with making content packs, since you don't need to learn programming.
if chu makes the trigger actions, we have wiki pages that can help and you can ask questions in here
Cp mod? What is that?
content patcher. it means you write in what is closer to english and content patcher handles the code
it still requires learning but less
Umm
you could try it out with making a small mod to see if you like it
and if not posting your budget here could help
Is it easier than making programming with C++? (im asking to see my abilities)
Content patcher is easier than cpp
C# is what non-content patcher stardew mods are written in tho, not cpp
Okay so I need to go to google and write content patcher or what?
Someone above linked the content patcher getting started guide
please look at the governor command beneath my !startmodding command
this one
this channel can help answer mod-making questions and offer guidance if you are stuck with part of the mod making process, but this channel cannot do literally every step for you or tell you literally everything you need to do.
you need to have some self guidance
Then Im doomed lol
@vernal crest how would i use a trigger action to spawn monsters with spacecore at a certain time?
😭
my friend it truly is not that hard to scroll through the page and read it
just read the whole thing
or... pay someone to do it I guess
Guys its easy for you. For me its hard bc im new in discord and there are a lot of channels and I get lost
I meant the page that you opened
all you are currently tasked with doing is reading the wiki page you are on
Idk if I should press Modding:player guide or index#creating mods
Don't press links. Read the page you're currently on
Hahah.. I am back with another question: WindowLight [<int x> <int y> <int type>]+
How should i write this if I have many windows? 🙂
the + at the end means you can repeat whatevers inside the [] as many times as you wantr
just a string of those three numbers over and over
Is there a channel where people suggest mods to be made? I think there's a github repository for that
(ofc replace the types with actual type ints)
the github repo is the place for it
!modideas
If you have a mod idea that you aren't planning to make yourself, you can put it in the mod ideas github: https://github.com/StardewModders/mod-ideas
However, this does not mean anyone is guaranteed to work on your idea—modders who are looking for ideas sometimes go through and work on what they find interesting off this list. If you want to pay someone to make your mod idea, there are a few people who do commissions (mostly art, sometimes code); you can ask around, search usernames for the word comms, or see !commissions.
Perfect, thanks!
I need to sign up?
you do not need to sign up for the wiki
brianna, please read the wiki page you are on
or to add something to the github i dont think
Im asking about the github
I did
the github was not posted for you, it was posted for L0veRaven. you have no reason to need to post anything to github right now
if you have decided not to try making the mod then you will need a github account to post on there, yes, but after that point, this is no longer the channel to talk about the mod idea in
Thank you! 🙂 I think it works now
If you're adding it to the github im not sure how to help you with that, but you can forget about the wiki since you won't be making it yourself ... im also not sure how you read all of that that fast lmao
I feel like this looks so much darker in game than in Tiled.. hmmm.
Why?
I do not struggle with english
This is a very helpful channel and a positive community but you have to ask questions with more detail than "it doesn't work" or "I don't get it" or nobody will be able to help you because there just isn't enough information
tiled doesn’t show ambient light, which is a map property you can set
I just meant that there's a lot of content :L
This is lighting effects in game
Oh okay! Because i feel like the Tiled version is much better for daytime and the other for night time. Is it possible to make it like that? 🙂
You can adjust ambiant lighting
To make your mod idea you need to follow these instructions
yeah you can do ambient light however you want and you can also do day/night tiles if you want to get fancy
Is there anywhere where i can read more about that? cant find anything..
look under Lighting
they’re separate functions you can do both
ohh i seee
okay i did a suggestion
day and night tiles are for when you want the appearance of tiles (such as windows being black/white) to dynamically change at sunset
that’s also how you can turn on lamps etc
now you simply have to wait for someone who might want to do it
okay. Is that page reviewed every day by someone?
Nope
this is a hobby for everyone so mod authors only review that page when they have time. i would advise you not to hold your breath waiting
There's no guarantee someone will do it but if they do they'll probably reply and you'll get an email about it
oh okay
to clarify, it is regularly reviewed by a few of us to keep it tidy, but not by the people who make mods from it
I check it on occasion but I have to be ✨ inspired ✨ to want to do it
and also not be fixating on whatever thing im doing
(which is rare)
I got monsters to spawn but this weird thing is happening...
ok but that ghost is metal af
thanks!
i just have no clue why its doing that layer thing
hmm restarting it fixed it
Is it dynamic reflections
nope i just needed to restart it i think my sheet was too big
there was one legendary modder who granted the people their wishes, a long time ago... and obviously it's aedenthorn because who else made anywhere close to that many mods
Can someone point me in the direction of how to get all the planted crops. I thought it was Game1.cropData but that (maybe?) isn't it. I havent quite got deep into the list to figure out what all the seed ids are.
planted crops are terrain features, I believe? HoeDirts with crops in em
Game1.cropData is just Data/Crops but in cached loaded form
(dont make edits to Game1.cropData)
Yeah I felt like I wasnt on the right track. I will look at getting a list of terriant features and filtering down to HoeDirts
keep in mind that may also include things that arent crops i.e. forageables
dont forget garden pots, they are saved in the location's objects and are of type IndoorPot
I dont think i need to worry about pots for what I am thinking (need three plots next to each other) but that is good to know
I'm fairly sure there's a method in Utilities to go over every crop.
Which includes pots.
In StardewValley.Utils or in Smapi?
In the StardewValley namespace:
Utility.ForEachCrop(crop =>
{
GameLocation location = crop.currentLocation;
Vector2 tile = crop.tilePosition;
return true; // keep going
});
I just found it going through Utility. perfect timing
HoeDirt also has gatherNeighbors() which may be helpful
Which one is better?
first
hey guys! Is there a way to dim the lights during a cutscene? I tried using ambientLight, but it didn't do anything! The cutscene takes place inside SeedShop!
you could have a temporary map that's a copy of SeedShop where you've adjusted the ambient lighting. there's an event command to change maps
oh good idea! Say i wanted to change the lighting mid cutscene (for dramatic effect), is it possible to still do that?
yep, you can swap the map at any time iirc. i'd have to look at the event commands to point out a specific one
yeah i just looked it up it's ChangeToTemporaryMap and takes the argument of your map name
oh perfect! Okay this a huge help thank you!
no problem! good luck
@jagged sun i added the trigger action, it is in this build now https://github.com/Mushymato/HaveMoreKids/releases/tag/0.4.0
Usage:
debug action mushymato.HaveMoreKids_SetChildAge #0 3
Docs:
https://github.com/Mushymato/HaveMoreKids/blob/main/author-guide.md#mushymatohavemorekids_setchildage-childidchildindex-age
you just need to do the trigger action thing in a CP mod
Oh you are making that mod?
i have made the mod
its up to you to use the framework now
this is what i mean by trigger actions btw https://stardewvalleywiki.com/Modding:Trigger_actions
so in theory to keep a kid at age x, you set the trigger as "child becomes age (stage after x)" and action as "set child age to stage x"?
but translate that into valid trigger action because I think I'm getting a migraine (unrelated)
theres no trigger per say, you'd use a dayending
day ending + GSQ is what I meant
brianna, refer back to the wiki page about making mods. your first step should be creating a manifest.json and your second step should be creating content.json
the gsq can be used to check if your first child is age=3
thereafter, set second and third child to age 2 and age 1 forever
Guys I wont be making mods. Because I understand 0 after reading and opening the game setting programme

I have my first child who is a baby. I will want to have a second child and keep her as a baby forever
Brianna, you just want one kid in each stage, right?
This is the mod making channel which is why ppl are telling u how to make mods
One toddler boy and baby girl
didn't you want three kids? I'm confused
Yeah but people say its like impossible to have three kids like game doesnt support it
no, we told you a million times that Chu's mod allows having more than two kids
actually we linked you to the exact mod that does it and supports it and its the mod that chu just added the trigger actions to
every single time you asked, we told you about that mod
I use vertux and I download from nexus. That mod for more children isnt on nexus
and people already explained to you how to download it.
Which button said
How?
then you download it manually. but regardless if you're not making a mod then this is not the channel for you, then
this is not a support channel for downloading or using mods
but, since you were already told, I suggest reading back what people told you rather than asking again in another channel.
Well i will try but first I want to get that mod for their age to “freeze”
that doesn't exist yet, you would need to make it using Chu's mod
that requires you to make amod
you have to download Chu's mod for that too though
and also yes like iro says, you need the mod from GitHub for that.
the mod from the github lets you have 3 kids, you need to make (or wait for someone TO make) a separate mod using it to make the baby stay a baby forever
well no you just setup a CP mod using the trigger actions which force age
i was eh on having it be explict user facing feature so trigger action it is
thats what Lily said
(that's what im saying)
a mod to make a baby stay a baby f orever doesnt exist, they have to make it
its just that it would use your mod too
Yeah ik
tl;dr if you want that mod, see the multiple links chu already sent you for how to make it
(or wait for someone to take your mod repo request)
Yeah I will wait. I wont be making bc I understand shit even if I read
To be fair, you claimed to read that entire getting started wiki in less than 15 minutes
which isn't enough time in the slightest
I think they've made their choice on what they want to do which means we can leave it here?
think of mod making like a triangle with "the mod you want becomes a thing", "you spend no money" and "you don't have to make anything"
you can pick at most two, but you can't have all three
(it's the mod version of this, but replace cheap with "free", good with "exists", and fast with "don't have to make it yourself"
)
I did and its normal not to understand
Heyo! I think I'm gonna give up on this, but I wanted to see if anyone has any last-minute ideas before I do—
I want to add a gender reveal option to my birth & pregnancy event mod. Is there anyway I can do that reliably? (I know the baby's gender is based on the seed, number of days played, and a random variable... so I'm thinking it's not possible to accurately predict it.)
You could randomize it yourself and override the baby's gender at birth
gender reveal 
And then you control it
ooh! how would I go about doing that?
C#
wouldnt that happen after the kid is born
ah, my fatal flaw.
no, gender reveals are during pregnancy
the gender reveal? thats usually before
they check the xray
Lol
This is perfect
Also it's an ultrasound
yep! 🙂
can anyone help me convert some png to content patcher from naver? for personal use ofc (is that allowed?)
sorry, I said the wrong thing initially. y'all know what I mean
yup, realised as soon as I typed it, but could only think of the word sonogram even then 
I kind of expected you to know that one already 
if the permissions dont allow redistribution, then you cant send the files, but we can help you convert them yourself if you get stuck when making the CP mod
is it still illegal in china? iirc I remember something about it being illegal during the one child policy
that makes sense yeah! im having trouble figuring out the coordinates thing T)T
do you have photo editing software of some sort
i do yeah!
if you select the parts you want it should show you X Y Width Height
*select with rectangular select
oh my god my head is genuinely about to explode 😭 do you guys think setting up rider will help with that...
chu
why do you hate me
I knew the health food option
thanks sm!
(Cheap, tasty, healthy, pick two)
exploding head syndrome (no clue, just a headache
I think I'm about to have a cold)
gonna set up a new windows account to make sure my mods don't doxx me whenever there's an error, instead
you can do this instead
<PropertyGroup Condition="'$(Configuration)' == 'Release'">
<PathMap>$([System.IO.Path]::GetFullPath('$(MSBuildProjectDirectory)/..'))=irocendar/</PathMap>
</PropertyGroup>
ooooo
it has a side effect tho, u can no longer run debugger
I absolutely will but also I still don't trust it so I'll do both
I hate seeing my name on things anyway
hence why its locked behind Release
So this, exactly?
Got it
Time to become iro
have I ever mentioned I hate windows
god I hope this works and didn't somehow brick my pc
yep, you can make the page and leave it unpublished
the date people see on nexus will be the date you publish it
no
Nope
just go to the Second step of uploading a mod
another useful thing is that you can get a nexus id
the id= arg will be filled once u go2 second page
that IS how you view it
So I would like to make a compatibility patch a la Vegas Item Compatibility Patch for a few flower mods that have multiples of things like lilac, lily, dahlia, etc. And mostly it seems like most of the code is just saying replace the display name with this new name. However I am not understanding what the Machine Output Rules is doing. Any advice?
try using this maybe
this one approach the problem by changing items for the matching ones
[[modding:machine_data]]
Cornucopia and Wildflour already have distinct names mostly
oh well this supports it already
as for machine rules, i believe cornu and wag both use context tag in most places
so that a recipe that calls for dahlia_item is valid for either
if it didnt happen for some particular item, you will need to add a new machine rule to handle it
when using stuff like the logs or the stumps from the paths tilesheet, how does it spawn it? By that I mean do they extend by the tile being the upper left corner or bottom right, etc..
Top left
thank you
I'm working on a pretty big expansion mod anyone can help with if you want to just say you do and we will get started ( ps I can make it on my own but its easier with others so I really don't need anyone)
if you are actually trying to recruit anyone it'd help to have a pitch 
So there's dialog for a NPC not wanting to see a certain kind of movie. How can I mark someone as not wanting to see a certain movie/kind of movie?
I looked at the 1.6 migration page and didn't see anything, couldn't find anything anywhere else.
ah wait I figured out the right thing to search, thank you past Selph
hm, smapi is yelling at me for the trashcan sprites i made, it says the dimensions dont match. it is a cropped photo though so ig i do have to use a full sprite-sheet dimenson for this to work?
Hello
Is this a chat where I can ask questions about mods and such?
I really want to play the game, but the vanilla graphics are really disappointing, it looks like it's in 480p. I play on Android, is there a mod that can solve this?
Make it look nice like on a PC or something close to it
did you specify a FromArea and ToArea in your edit image patch? I think they have to be the same width/height
they are yes
{
"Action": "EditImage",
"PatchMode": "Overlay",
"Target": "LooseSprites/Cursors2",
"FromFile": "assets/trashsprites.png",
"ToArea": {
"X": 1,
"Y": 0,
"Width": 67,
"Height": 36
},
"FromArea": {
"X": 1,
"Y": 0,
"Width": 67,
"Height": 36
}
}
]
}```
is the snippet for adding the trashcan sprites
this is the channel to MAKE mods. asking bout mod recs is for #modded-stardew
its saying "source image is smaller than source area" in the error specifically
i'm wondering why your from and toArea are exactly the same unless assets/trashsprites.png is the exact same size as Cursors2
"FromArea" specifies the rectangle for assets/trashsprites.png to overlay onto Cursors2. "ToArea" specifies the rectangle to slap that overlay onto in Cursors2
X:1, Y:0 on Cursors 2 is iniside the bus
these are pixel coordinates, not sprite indexes
i struggled with getting the trash cans pixels cus i didnt know how big to make the grid AUG
you don't need to change your image you made probably
you just need to adjust the from and to area
what's your trash can look like?
this is the sprites i made, which is 67x36 ; the same rectangle/size as the trash sprites in cursors2
the top-left corner of that first trash can on cursors2 is X 21, Y 0
ok your from Area should start at X: 0, y:0
you can also omit from area because you want to use the whole of assets/trashsprites.png that you made
ah so i can just use toarea x: 21, y: 0?
i think you may still need to specify the width/height of the toArea
yaya thats been specificed
you can try without the width/height and see tho!
oke :3
but having it won't hurt
idk why i always assume to and from areas are dependent on the other
they have to be the same width/height but the x/y are, in most cases, totally independent
ahh
i like to think of it as cutting out the fromArea from my own image and pasting it right on top of the toArea on the target asset
yeah!
you may perhaps want patchmode Replace
yea prob , lemme try that
almost there xd
it just needs to be moved over one or so.. i think
also it the trashcans always like that with it being a lighter color on the bottom
nope, that's entirely on your mods
if it bothers you, you can add a "false dependency" on the town recolor so it loads before yours
(make it a dependency in your manifest but with the required field set to false)
when a trash can is rummaged through a TAS trashcan gets placed on top of it and i imagine the colour difference is between the TAS version and whatever version is on the map, which in vanilla is normally the exact same colour
incidentally, the trashcan animation is also on LooseSprites/Cursors2, the same as the fridge animation you used yesterday
im just wondering how the colors mismatched
i colorpicked straight from the trashcan sprite in the towns modded sprites
oh wait button just explained it
mb
could i change the TAS trashcan maybe?? or is that like hardcoded
only one of them was patched, or the patch order was different between them
as always, these changes are more clearly visible when you're only comparing your content to the default game, rather than modded to modded to modded to modded to modded
the sprite has to come from somewhere. its in the file blueberry said
some TAS instances have hardcoded colour overlays, but they all use sprites from various game assets, which you can patch as usual
also i think its worth noting that the modded town im using, only spring and summer have trash can sprites in the towns spritesheet
fall and winter lack them
could that be the mismatch colors then? bc the game thinks its a vanilla color bc the sprite for it didnt exist?
i do know the game pulls assets locally in many cases
probably. the sprite used for the TAS changes depending on season
fall and winter are different colours
so.. Another new project (which might get abandoned sooner or later knowing me)
I want to make a fence AT pack and am looking at other AT packs to see how the pngs are built. Can anyone explain me which sprite/section correlates to which section/condition of a fence?
Hm i was hoping there's info here but guess not https://stardewvalleywiki.com/Modding:Fences
fixed the color xd but now i need to fix the placement..
DID ITT
theres on pixel i miscolored but oh well lmao
oh also i think the first one glitches a little bc of the shadow xd
ok i accidentally overlayed the quality hearts over the stars, all i did was place the hearts into the cursors.png of sakura interface and i have No idea what to change to fix it
my assumption would be changing the overlay to replace with the cursors themselves?? idk if they have just the cursor cursor or the full spritesheet
ok ye the cursors are just single images .. theres p;rob more cursor spritesheets then./.?
god do i have to replace every single cursor_(language) png .. TT
I don't think so
!json
JSON is a standard format for machine-readable text files that's used by Stardew Valley mods.
If you need help with a JSON file, you can upload it to smapi.io/json to see automatic validation and share the link here.
When making mods, it's recommended to edit your files in a text editor with JSON support, such as VS Code, Notepad++, or Sublime Text. These programs will check for syntax errors.
The assumption to use replace instead of overlay is right
ignore the other languages
You need the languages only when you are editing text
ah
well heres the json, nothing was changed.
https://smapi.io/json/content-patcher/35b027966d6c4ca7bf428e989cc1db9f
cus idk which one to change lmao
wait i mightve found what i need to change
YEAA okay found it. the snippet right above the prize ticket menu's code
the
{
"Action": "EditImage",
"Target": "LooseSprites/Cursors",
"FromFile": "assets/{{Target}}_{{language}}.png",
"PatchMode": "Overlay"
},```
oh now my cursor itself is gone oops
..ok so, i tried a patchmode for my cursor, didnt work, i tried to add the vanilla cursor to the spritesheet since the sakura interface doesnt have cursors on it at all, that also didnt work
hard to help without seeing the fromfile
i just noticed my money number is gone too LOL
is the from file the exact same size as cursors?
this is my cursors json file:
https://smapi.io/json/content-patcher/bdf0c844f9984da4ac137341261d44b4
all i changed for sakura is the "overlay" in this snippet to be "replace"
i mean that we have to see the actual "assets/.....png" file
its the exact same as it was before :P
for my cursors ^ the vanilla cursors in sakura are the same too but .,. yk vanilla shape
is that image really 126 by 27 pixels?
dang it really is
i tried to add the vanilla cursors from the sakura interface into the cursors spritesheet, that did nothing unsurprisingly lol
cus the cursors spritesheet for sakura doesnt have the cursors
sakura uses overlay, not replace, right?
yes
i changed the cursors overlay to replace bc thats how i fixed the stars and hearts
your edit should definitely be replace
do a patch export for LooseSprites/Cursors ?
or wait
patch summary asset LooseSprites/Cursors i think is the command
(it should tell you who is editing the file)
the interface mod should probably be overlay?
if the interface is the picture u just posted
if i set it to overlay the hearts and stars indicators overlap
then you need to do the patch with the hearts and stars separately so that they are a "replace"
it's probably the case that the interface "replace" patch is happening after your cursors replace patch and therefore replacing your new sakura cursors with blank pixels
im just extremely confused on how the stars are still showing up
cus i replaced the stars manually with the hearts in the cursors spritesheet
overlay literally just pastes the pixels in your image on top of what is already there
it doesnt delete whats underneath it
Replace will delete everything thats underneath it first
so does the hearts indicators need to be a seperate png for this to work rather than being merged??
yes.
yes
it needs to be a separate patch and it needs to use replace and not overlay
https://smapi.io/json/content-patcher/4f953ad61efc477aba78a9b793dacea9
i changed the edited cursors_en file back to its original state ( so it has the star indicators, not heart )
changed the patchmode for the assets/cursors file to be overlay
i added the hearts.png into the assets/loosesprites folder
and created a snippet with the patchmode replace for the hearts with the same file targeted
also if ijust do assets/hearts smapi says it cant be applied
you dont appear to have a fromarea or toarea in your hearts patch? what does your hearts.png look like
so it will be placed in the very top left of Cursors, then, without a toarea
soo i love this mod called foxbloom seeds by cryptichaze on nexus and i wanna do a personal edit to make the seeds be limited stock!
ok now i fixed it
i honestly have no idea what to input for it tho
theres a mod that does smth like that, realistic seasonal shop inventory
maybe peak at the code of that?
that reminds me i wanna add compat to more modded shops lol
i feel like this might be easier said than done tbh
but i dont mess with shop data often so u_u
hmm i believe i successfully create RSSI for aris shop in sunberry
this is all to test out the shop data
i got no errors at all from smapi so 🤏🏻
ofc i chose the twilight festival of all days to test 💀
when i release my mod imma message creator of sve if i can make a map edit to make a compat with SVE version, or is possible to add a patch that registers when sve is isntalled and can use the apropirate map? (its literally just a tree)
i forgot how to do map edits falls to my knees i edited the map just forget how to patch it tbh
i cant even buy from ari <//3
its tmx 🙂
the stardew modding wiki has a really good tutorial on map edits
yee im fighting a tree lol
If you're just trying to remove a tree you don't even need your own tmx file. You can just use CP MapTiles to remove the tree's tiles from the existing map.
okay i am at a loss lmao. ive checked my mod with other mods that add cooking recipes; it works in my main save, BUT i cant get it to work in a new test save.
The recipes show as needing sap and wood (for every item), can anyone tell me why T>T im especially confused because it works in my save just fine
https://smapi.io/json/content-patcher/dfb7611cfdc7446fbfd293b4648cc6e4 - recipe data
https://smapi.io/json/content-patcher/9789a46efd87407b857ff8546e18d4d9 - shop data
the tree is the big one by marnies ranch and i feel like completely removing it would messs with some cutscnes iirc
(TSX files are Tile Set XML files, made when exporting tilesets from TMX map files)
fixed it
i could prob return my lollipop to not as big size now
gonna go ask in other chat
ey
the latter is true. you dont need to ask flash. just have a patch in your own mod that will trigger if the player has sve installed
you can accomplish this with a When condition with HasMod |contains=FlashShifter.WhateverHisModIdIs
Oooo
content patcher docs have an example i think
okay damn im failing at this so bad
i dont know his manifest off the dome i apologize
Ohreally
nah you wouldnt
least the json is right..? according to the validator + VSCode.. alas this is all a test for modifying modded shops xd
who knew RSSI would be confusing
ooh wait might be close
hm
okay i get a yellow error saying "SBVCP_AriMarket" doesnt match an existing target, but only appears when i open the shops menu.
ok how would i connect the RSSI Sunberry patch i created to RSSI so Ari's Market will have limted fall stock ?
in this case its just the fall stock from Ari that im trying to limit
i tried to add aris shop data into the content of RSSI, but it tells me the data doesnt exist?
i want to maybe make a space themed fish mod because i love space themed mods but i dont know where to start T_T
unless you mean you don't know where to start with coding
When formatting a nexus mod, do you want to keep the first description short for a custom npc?
I'm wondering because I'm planning mine out, and I used nearly all 350 letters to write something I think sounds nice, but now I'm not sure if that is a good idea because the description might take up a ton of room on the thumbnail and take away from whatever cover art I make.
What do you guys think? Would a more lengthy description take away from the mod's thumbnail?
you can always put that in the description proper
keep in mind that you only see this much text when browsing
so even tho it let you have 350 words u should prob only use 2 sentences
I'm just wondering what a long description would look like if on the front page...
I probably should significantly shorten it, huh?
I'll see about doing that, then.
let the image sell the theme and character, use the description to outline what the user is downloading
Alright, that is probably the best way to go about it.
I was already going to put a lot of effort into the image
you just want someone to open your mod page, and they're going to be looking for a certain type of thing. once they're there you can do all the flowery stuff to get them interested
Sure. Thanks.
Monthly mod stats time!
Mod compatibility
75.4% of SMAPI (C#) mods are compatible or have a workaround, up from 74.8% last month.
Unique mods by type
We have 389 more mods this month. That includes:
- +217 Content Patcher;
- +62 SMAPI;
- +38 Fashion Sense;
- +37 Alternative Textures;
- +11 Farm Type Manager;
- +8 Mail Framework Mod;
- +4 XNB;
- +0 Better Artisan Good Icons;
- +0 Custom Furniture;
- +0 Dynamic Game Assets;
- +0 TMXL;
- -1 Custom Music;
- -1 Shop Tile Framework;
- -2 Producer Framework Mod;
- -4 Json Assets;
- and +20 for frameworks with <100 content packs.
Content Patcher packs
We have 10,750 Content Patcher packs.
The top five Format versions are...
- 2.0 (3,294 ↗ 3,350), 2.3 (754 ↗ 764), and 2.4 (547 ↗ 554) for Stardew Valley 1.6;
- 1.19 (568 ↘ 566) for Stardew Valley 1.4;
- and 1.3 (475 ↗ 477) in old unofficial guides.
Open source
- We have 3,311 tracked C# mods, of which
- 2,154 mods (65%) have a source code repo, with
- 1,156 (54%) in a multi-mod repo and 998 (46%) in a single-mod repo.
Web costs
And finally, web hosting costs for the SMAPI.io site, update-check server, and API dropped a bit to US$174/month. (The graph is always a bit behind due to billing cycles.)
See also
- Stats for February 2025.
- Raw mod dump (66GB download) and scripts to analyze it.
- Download all open-source mod repos.
And that's it for this month!
ok im gonna start from scratch with this patch AUGh
okay so. how would i make it so, lets say the fall seeds Ari sells, are in limited qauntities?
for example the amaranth seeds format was like
"Entries": {
"(O)299": null,
"(O)489": null,
"(O)494": null,
"(O)487": null,
"(O)490": null,
"(O)493": null,
"(O)488": null,
"(O)492": null,
"(O)491": null,
"(O)301": null,
"(O)497": null,
"skellady.SBVCP_AriShop.AmaranthSeeds": {
"Id": "skellady.SBVCP_AriShop.AmaranthSeeds",
"ItemId": "(O)229",
"Price": 65,
"AvailableStock": 10,
"AvailableStockModifiers": [
{
"Modification": "Multiply",
"RandomAmount": [
1.5,
1.4,
1.3,
1.2,
1.1,
1.0,
0.9,
0.8,
0.7,
0.6,
0.5
]
}
]
},```
because the entries with the object/itemID being null was already present in the RSSI mod
Anyone know if I can add custom items to the "preserve_sheet_index_<id>" context tag? I have a flavored item made by processing grains, then that item gets processed into a different item depending on what the original grain was that went into it. I've got it working with the vanilla crops, but I'm trying to add support for Cornucopia crops
I'm not sure what that context tag is but you can add context tags to items or your items and theoretically patching other items
(Added by mods)
Would flavored items keep context tags added to their original item?
The preserve_sheet_index_<id> context tag is added automatically if the item's Object.preservedParentSheetIndex field is set. You wouldn't normally add the context tag yourself.
Ahh, thank you
Looks like you're already doing it? The AvailableStock and AvailableStockLimit fields are how you'd set a limited quantity (see more info on Modding:Shops).
is the tiledata for this supposed to be on the paths layer or the paths objects layer
ah, well when i did it, the shop menu wasnt able to be opened
i think i figured it out though
but god, the format xD
Hm.. well they can't go on the actual paths tiles so... I wonder why it aint workin
and 1.3 (475 ↗ 477) in old unofficial guides.
Is this a field set through Content Patcher or C#?
It's set when you create the item, either through C# or Content Patcher (e.g. via the OutputRules > OutputItem > PreserveId field in Data/Machines).
i think i added some excessive { between the commands.. bc look how much } and ] the autofix adds..
thats.. interesting
( also yes, for every single item in Ari's Shop has that format, aside from the global items)
actually do i even need the { } under the availablestockmodifiers?
could i just use the [ ] to close em?
for just whats visible in that screenshot, L959's square brackets never got closed, and neither did L960's block (L975 is meant to be closing L954) and Entries never got closed?
also not sure why the cp When block is in its own block, the When block should be at the same depth as Entries/Target
ok i hate how the autofix puts every : in quotations
so im gonna edit that once more, but i think i fixed it mostly. i removed the when to fix this
okay this is much prettier on my eyes
anyone understand hud message display with spacecore?
anyways lemme add the when thing
im trying to get it to display only when entering my graveyard
Any common errors that would cause a shop to not display it's stock?
It should have at least a couple things
Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Microsoft Windows 11 Pro, with 32 C# mods and 31 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
so uh
where... do i put the when snippet...
bc i cant. find where.
and the validator will yell at me with like a billion errors if i dont have it, i was able to get it to state just one error about the when.
https://smapi.io/json/content-patcher/a699072a5bb94a6fa72077682371d5f2
its at the very bottom, i TRIED putting it within the entries/target block but theres too many characters to even find it
the entries line ( for the items ) is line 48 
im using the adventures shop as reference too, the when code in that is on line 279 while the entries is line 13.
ugh wait the damn autofixer pput the : in quotations again
will this work? (no chatgpt or ai ts used)
{
"Action": "EditData",
"Target": "Data/Events/Farm",
"Entries": {
"16554812": "none/64 15/farmer 64 16 2 Bella 64 18 2/pause 500/speak Bella "Greetings, Master... Finally, just the two of us. I've been watching over you, you know... Learning everything about you. When you wake up, when you go to sleep... who you spend time with. And lately, I've noticed something strange."/pause 700/emote Bella 20/speak Bella "Abigail, for example. She keeps smiling at you. Waving. Laughing at your jokes. That's not a problem, of course. Because I always handle problems."/pause 800/emote Bella 1/speak Bella "Now... tell me, Master. How may I serve you today?"/pause 700/quickQuestion "By the way, I'm curious... What do you think about me?#You're... a bit intense.(break)switchEvent Bella_16554812_intense#I think you're sweet.(break)switchEvent Bella_16554812_sweet#Should I be worried?(break)switchEvent Bella_16554812_worried"",
"Bella_16554812_intense": "portrait Bella serious/speak Bella "Oh? Intense?"/pause 500/emote Bella 16/speak Bella "I suppose that's one way to put it. But, Master... I only act this way because I care."/pause 700/emote Bella 24/speak Bella "Don't you want someone who watches over you? Protects you?"/pause 500/end",
"Bella_16554812_sweet": "portrait Bella blush/speak Bella "S-Sweet?"/pause 500/emote Bella 26/speak Bella "Oh, Master... You always know just what to say."/pause 700/emote Bella 28/speak Bella "But don't think flattery will distract me from my duties."/pause 500/end",
"Bella_16554812_worried": "portrait Bella smirk/speak Bella "Worried?"/pause 500/emote Bella 18/speak Bella "Master... worrying about me is pointless."/pause 700/emote Bella 1/speak Bella "I told you—I take care of everything."/pause 500/end"
},
"When": {
"Year": 1,
"Day": 6,
"HasSeenEvent": false
}
},
"LogName": "Add Trigger Actions",
"Action": "EditData",
"Target": "Data/TriggerActions",
"Entries": {
"{{ModID}}_HudMessage.Trigger": {
"Id": "{{ModID}}_HudMessage.Trigger",
"HostOnly": false,
"Trigger": "LocationChanged",
"MarkActionApplied": false,
"Condition": null,
"Action": "If PLAYER_LOCATION_NAME Any Fellowclown.PC_OldGraveYard Here ## spacechase0.SpaceCore_ShowHudMessage \"{{i18n:FC.MountainFog}}\"",
"Actions":null,
}
}
},```
shouldnt this work? where itll show a hud message everytime you enter this map?
is this for a prexisting npc that already has portraits
you need to escape all of your quotes with \
all /speak commands should be \"dialogue\" your quickQuestion doesn't need a ... switchevent? thing? itll automatically go to each event based on the responses so it would be quickQuestion question#answer1#answer2#answer3(break)answer1stuff(break)answer2stuff(break)answer3stuff
also are you sure switchEvent is a thing? why aren’t you using forks
oops
it wont show my 's
:(
there we go i fixed it
quickquetions can have /ends too
"Aos.QiFriend14HeartsPT1/Friendship {{ModId}}_TheMrQi 3500/Time 1800 2100/DayOfWeek Wednesday": "continue/64 15/farmer 64 12 0 {{ModId}}_TheMrQi 64 18 2/skippable/playSound doorOpen/pause 500/emote farmer 40/pause 600/emote {{ModId}}_TheMrQi 40/pause 600/speak {{ModId}}_TheMrQi \"{{i18n:Aos.FriendQiEvent14HP1.1}}\"/pause 500/emote farmer 32/pause 500/speak {{ModId}}_TheMrQi \"{{i18n:Aos.FriendQiEvent14HP1.2}}\"/quickQuestion {{i18n:Aos.FriendQiEvent14HP1Q}}#{{i18n:Aos.FriendQiEvent14HP1A1}}#{{i18n:Aos.FriendQiEvent14HP1A2}}(break)addConversationTopic Aos14HeartEventPT2 28 \\speak {{ModId}}_TheMrQi \"{{i18n:Aos.FriendQiEvent14HP1R1}}\"\\end(break)speak {{ModId}}_TheMrQi \"{{i18n:Aos.FriendQiEvent14HP1R2.1}}\"\\emote {{ModId}}_TheMrQi 40\\pause 500\\speak {{ModId}}_TheMrQi \"{{i18n:Aos.FriendQiEvent14HP1R2.2}}\"\\pause 500\\end",
Example
mine uses i18n tokens but it the same premise follows
if this is for an existing npc you should be doing portrait indicators and not... whatever the portrait thing is
also i would check your emotes. iirc they’re all multiples of 4. did you reference the wiki?
Also your event id should be something other than a number for compatibility reasons... also you should add preconditions and not the when conditions, i.e. itd be
"youreventid/DayOfMonth 6/Year 1"
and also you dont need to do the has seen event false thing cause the game auto detects if you've seen said event or not
emote 24 is also... sleeping? so
are you sure you didn't use something to make this because its very much not how you do things
Also Clown I hope you can figure out the spacecore thing, if I knew anything about it i'd try to help you
tbh everything after L72 feels like its leaked out.
all of that is meant to be inside the shop
Whatever happened at L1003-1015 is extra illegal
does no one know?
There's also not that many people on right now (which is why im not doing map stuff anymore because a lot of things are weird/broken and I need people who know how to do that lmao)
One of my shops suddenly stopped displaying any stock whatsoever, this is befuddling
ffs discord is making my text into a file
im just tryna wonder where to put the when
do you want a wall of errors? bc thats all i get /nm
https://smapi.io/json/content-patcher/66c3424d25314f6cbc12ef4e4f98f104
if you scroll down enough its down there
Is the when condition for the whole shop or per entry
trying to put "When": { "AriMarket": "standard" } tio apply to all items
so to detect a token for the whole thing, it would be at the top near your editdata no ?
but i cant find the line to put it because theres too many lines and i cant focus
I don't recall If being part of Trigger actions.
also PLAYER_LOCATION_NAME is documented as not supporting context keywords like Here
sorry if im being snappy again hgsjfds
I think the 200 errors in the file might be more pertinent for making it work 😅
I mean I've seen you around all day, it might be good to take a break :3
You don't seem snappy to me though
i cant sleep so im just ,. yeah
perhaps fustrated with the code but it doesn't seem directed AT anyone
(I didn't know about If either, but it's on the wiki now and does exist in TriggerActionManager.cs)
https://stardewvalleywiki.com/Modding:Trigger_actions
maybe ill work on event coding for a bit instead of being mad at this map 
i put it before entries, after target, and then CP proceeded to ignore everything
Everything after L72 is incorrectly scoped.
which is why the When clause makes no sense, as all of this is meant to be part of one big editdate action.
There should only be two values inside the Changes array
and even then, I'm not comfortable with L48-70 either, its legal json and would comply with the schema, but should blow up at runtime rather quickly
"LogName": "Add Trigger Actions",
"Action": "EditData",
"Target": "Data/TriggerActions",
"Entries": {
"{{ModID}}_HudMessage.Trigger": {
"Id": "{{ModID}}_HudMessage.Trigger",
"HostOnly": false,
"Trigger": "LocationChanged",
"MarkActionApplied": false,
"Condition": "{{LocationName |contains={{ModID}}_OldGraveYard}}",
"Action": "spacechase0.SpaceCore_ShowHudMessage \"{{i18n:FC.MountainFog}}\"",
"Actions":null,
}
}
},```
wouldn't this work? in theory?
don't try to use CP conditional tokens like LocationName inside a triggeraction, particularly without having the updaterate set
so how am i gonna format this
If you're using CP tokens there, you'll need to change the update rate, yeah; I don't see any explicit issues otherwise, but idk anything about spacecore's action formats
you could just put that location token from earlier in conditions without the "Here" part at the end
i tried that and the hud message pops up after every map change
its not just popping up on the map location listed
okay that worked
I truncated the shop entry to a single entry which includes the items in the first insert
You had it formatted wrong
time to do this with the other shops... though ithink theyre alot smaller item wise han aris market
"Condition": "PLAYER_LOCATION_NAME Current {{ModId}}_OldGraveYard",
should do it, at least? Any would have issues in multiplayer
does the trigger action run before or after they finished changing location?
Wouldnt you want Target, so it would target the main player or a farmhand?
or am I misunderstanding target
i dont know can i state that?
ok so how do i make it its own configurable option.. bc its dependant on the AdventureShop, not ari's market..
LocationChanged should happen after it changes, though I haven't tested it in a while if at all
still not triggering when entering the map
Oh I guess I misunderstood what you were trying to accomplish
it only triggers if i put a ! on it
i mean it works T_T but i want it to be a configurable option like the other shops
the name might not match your location's name, in that case
its the interal name right??
You want what to be a configurable option exactly
ok so RSSI has two modes. hardmode and standard
i want it to be configurable betweenthose ( i will add hardmode once i get that code sortred out )
theres also and off option too
Are you still wanting to know how to set the trigger to run at a certain time of day? I was asleep when you asked before.
You can add a
"When": {
"AdventureShop": "standard"
},
or
"When": {
"AdventureShop": "hardmode"
},
To each item I believe, as the first entry in each block
I think I figured that out but can you show me how you would do it?
im also trying to figure out how to get Ari's Market to appear in the GMCM of the RSSI mod..
Yup, here it is.
{
"Action": "EditData",
"Target": "spacechase0.SpaceCore/TriggerActionExtensionData",
"Entries": {
"{{ModID}}_TimeSpawn": {
"Times": [ 700 ]
}
}
},
{
"LogName": "Add Trigger Actions",
"Action": "EditData",
"Target": "Data/TriggerActions",
"Entries": {
"{{ModID}}_TimeSpawn": {
"Id": "{{ModID}}_TimeSpawn",
"Trigger": "Manual",
"MarkActionApplied": false,
"Actions": [
"spacechase0.SpaceCore_TriggerSpawnGroup {{ModID}}_TownSpawns Beach 32,12,14,9"
]
},
}
},
hmm, taking a peek under the hood, looks like it happens before the players state has updated
Game1.currentLocation = Game1.locationRequest.Location;
Game1.locationRequest.Loaded(Game1.locationRequest.Location);
if (!hasResetLocation)
{
Game1.currentLocation.resetForPlayerEntry();
}
Game1.player.currentLocation = Game1.currentLocation;
the OnLocationChanged event is on the setter of Game1.currentLocation, so Game1.player.currentLocation's still the old location, so GSQ and stuff should be saying the old answers still?
i have it as a config option in the config.json code, but its not showing up lmfao.
Then you need a when statement on the insertion according to the config option
thank you!
"LogName": "Add Trigger Actions",
"Action": "EditData",
"Target": "Data/TriggerActions",
"Entries": {
"{{ModID}}_HudMessage.Trigger": {
"Id": "{{ModID}}_HudMessage.Trigger",
"HostOnly": false,
"Trigger": "LocationChanged",
"MarkActionApplied": false,
"Condition": "!PLAYER_LOCATION_NAME Current {{ModID}}_OldGraveYard",
"Action": "If !PLAYER_LOCATION_NAME Any {{ModID}}_OldGraveYard ## spacechase0.SpaceCore_ShowHudMessage \"{{i18n:FC.MountainFog}}\"",
"Actions":null,
}
}
},```
So this should make it trigger in my graveyard?
but wouldnt that also trigger everywhere else too hmmm
...okay yeah, this seems correct, now that I'm testing it 
the location GSQs are checking the previous location
that really doesnt make any sense....
vanilla never actually uses LocationChanged triggers, it was a mod only request so didn't get fully tested I'm guessing
Trigger Actions were a replacement for the hacky x (SendMail) precondition that scope creeped a bit
oh, right, I think the reason it didn't come up is because the non-player location checks support Target
(testing to be sure)
i think im overwhelming myself
i just want the config options to be in this menu like the base game shops
I would follow the formula for the others
Unless im looking at the completely wrong thing, doesn't OnLocationChanged not even pass in any context for location or player
"Condition": "LOCATION_NAME Target BusStop", is working in testing (with "Trigger": "LocationChanged",)
I think it's just the player-type ones that don't support here/target, though I'm not really familiar with what the context code looks like
Ah I see
this.Location = location ?? player?.currentLocation ?? Game1.currentLocation;
because it passes in neither location nor player its falling back to Game1.currentLocation which is correct at the time of triggering
IT WORRRRRRRRKS
screeches
thank you
now to check that monster spawn thing
the only difference is the base shops have this layout (using willys shop in this example)
{
"Changes": [
//standard
{
"Action": "EditData",
"Target": "Data/Shops",
"TargetField": [
"FishShop",
"Items"
],
( ... )```
for the standard/hardmode respectively.
is there a way to clear monster spawns when ppl sleep?
(write ```json without a line/space between the backticks and json to get json formatting)
( thats what i did
)
(Huh, weird, you actually... did.)
-# Extra space after json
-# screaming
...there is in fact a space after the json. 
I don't see anything about being able to in the SpaceCore docs. Why do you want to clear them and respawn them every day?
yea cause if you dont clear them they stay there
i want them to spawn and be there at night
anyways how would i format a modded shop to appear on the RSSI config menu. im beyond confused
if i just plop in the changes from the shops that do appear, it gives me errors.
like
{
"Changes": [
{
"Action": "EditData",
"Target": "Data/Shops",
"TargetField": [
"AriMarket",
"Items"
],
( ... )```
Yeah but what is the issue with that? Oh you only want them at night? Umm, I don't know what to do about that :/
hmm okay no worries
you want to add config entries to an entirely different mod?
Any common errors that would cause a shop to not display it's stock?
It should have at least a couple things
https://smapi.io/json/none/5428896dafcd4f27ad21c3c6471ab4dd
Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Microsoft Windows 11 Pro, with 32 C# mods and 31 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
Yeah, not clearing the animals could be a bit problematic...
is it possible to make a mod that allows you to make an item that gives you a one time permenent buff(like +25 max health or +0.5 speed) upon consuming it without using C#(aka only using Content Patch, Json Assets, or some other framework mod i don't know about)
you can do that with just Content Patcher and base game features, though it'd leave a permanent buff icon on the UI
(edit: thinking harder about this, you probably need SpaceCore to trigger it on food consumption)
Use a transparent image for the buff icon 🤣
yeah, you can make the icon itself invisible, but it's still there in the buff list and has highlight text, etc (last I tried)
i just want to make a compat patch for sunberry and RSSI. i want the sunberry shops to be configureable.
like how the base game shops are in RSSI
so how would i add it into a config menu ( probably not within RSSI's menu tho )
what actually is RSSI?
realistic seasonal shop inventory
it affects some modded shops and all base game shops
and i want it to affect the sunberry shoips
The worst errors are ones you can't see 😭 my poor shop
ig i could just use the respective shop from basegame as a depenancy
like arismarket being pierres shop
RSSI has a few thousand lines of JSON for each shop that wipes the original stock and adds some entirely new selective entries
by depedancy i mean. the "when" being base game shop
it's extremely manual, not just a switch-flip to make things scarce/seasonal for any shop
you'd probably have to handwrite a few thousand more to make something similar for a different mod's shop inventory
so. hm
if i have pierre set to hardmode, would that effect ari's shop or just leave it as standard
wait no thats obvious, leave it as standard
i didnt write the hardmode code for ari yet
if ari's market uses the SeedShop entry in Data/Shops, then yes
ah.
hardmode just disables ari's market..
im gonna write the hardmode code later
i dont even play on hardmode lmfao
would this thing work?
spacechase0.SpaceCore_ClearSetPiecesFromSpawnable
I was reading that to refer specifically to the set piece spawnables, but it couldn't hurt to see if it affects the others too.
ill test it out
What shop are you testing in that screenshot and which items do you think should be available?
The first shop in the content I linked, Zach's
Seasonal fruit should be displayed, at the very least
Which season?
I just started a new save so spring
The shop worked previously. I added recipes for 2 BigCraftables and now it's empty. Logic says its the machines, but I dont see how they are different from the ones that worked
I added the SpiritInfuser and Distillery recipes
Distillery.json https://smapi.io/json/none/24d91150f3e24ca3978aa99159ca14a2
Infuser.json
https://smapi.io/json/none/586d239fd1334572923152a74c7e62df
Zach's shop previously had the mead keg and barrel smoker recipes just fine
Perhaps its the conditions I used?
Try commenting the conditions out
Good idea, just dawned on me it could be the Conditions
I don't see what about the conditions could be causing it, but in the absence of some obvious reason I always just start reducing the variables
Right
Ok so it's just these two BCs that could have caused the difference
Just gonna comment them completely
Lol I was just suggesting that xD
I added a LOT to my mod since I last tested my shop, but hadnt touched it except for the new BC entries
Logically, it should've still worked prior to adding new BC's
Nope...
What in tarnation
Unless patch reload doesnt reload shops? But Im sure it does
Ok so something else broke it? Did you do any map changes? Any ID changes?
It does reload shops, yes, though you might have to close and reopen the shop if you kept it open the whole time.
No Map changes.. I didn't change anything in Zach's Shop as far as I'm aware
Welp
I guess this is a problem for tomorrow
Wish I had any sort of error lol
No changes to your NPC's name?
Nope
(You should, not unique enough :P)
It's my name 😭
I meant the internal ID!
oh lol
may i suggest Kayleighanne-Bryxynn for a more unique ID
No you may not 
Welp, idk
I'll tackle it tomorrow
This is super frustrating
Considering the other shop works fine
oh
May have found it
I forgot I had an entry in my distillery.json that added it to the shop as well
i too forget where my some of my code lies sometimes 
might i suggest moving that to the shop code to avoid further issue
Yeah I removed it from the machine json
Does Spacecore allow for monster spawning with custom skins/drops like FTM ? (i.e. i just 'texture over' a dinosaur and it looks different while having that UI and can drop other items)
xnb mods, not even needing a modloader, then being the height of success
not what i meant in the slightest
i just meant that since im already using spacecore i dont have to use another thing aheem ahoo
XNB mods scare me
i mean if less requirements is success than not requiring SMAPI is extra success
(pretty sure blueberry is joking and so am i lol)
it's a good start :D






that would mean I don't need to use FTM